I didn't see any explination of how to fix the netcode, or even what it
should do differently.  All this guy is doing is pointing out some
problems that are inherient in games played over the internet.  The
problem is, there is no fix.  Latency is not going away, ever.  With
latency in the picture, all you can do is find ways to optimize around
it, which is what is currently done with the netcode.  If that guy is so
smart he should at least provide a description of how the new netcode
should work.

Rónai György wrote:

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I dont think that fixing the netcode is just that simple.
Its something naturally, like if you would say stop the wind blowing.
If you play on the internet, there will be always a latency, and an amount of
lag, wich must be corrected somehow. The server collects infos from the
players, calculates the new world frame, and then sends it back to the users,
in updates. All the steps of this needs time, and this time is latency, that
must be corrected. Since all net-connections are different, there must be a
buffer, to collect, correct, and then display changes. Therefore, a perfect
hitreg will never be, with this system.
Of course, they could make client side hitreg, where if you someone, the hit
info sent by your client to the server, that it must be a hit. But it would
make impossible, to filter out cheaters, since anyone could send false hitreg
updates, with a cheat, or even if there is a client side anticheat, from a 3rd
computer.
This is not just a problem, where we can say, that 'Valve fix it asap!'. Try
explain them how...
Locutus
Michael McKoy írta:




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